AOE spell with buff on caster

okey, making a triggered spell which have to check if unit has buff so thanks. Do you know any which has unit or point target with buff on yourself?
 
and when shall i remove it?? then its as easy to have trigger that removes buff that has a trigger that stops actions if he stops, nope i need a spell with buff
 
Drain life, mana etc. for unit targeted. Shockwave and Carrion Swarms for point targeted but they're not channeling.
 
okey great ;) thanks, it will be a great spell, has made all but needed the buff part for checking. Fire burns in circle dmaging random unit, fueling a fireball in middle, the more channel the more damage.
 
okey thanks just like i thought. but anyone knows were i can find and AOE spell with buff on caster??

E: now it dont even need to be AOE it can be point cast BUT IT NEEDS A BUFF ON CASTER
 
What are you trying to do? Just so you know, you can't change a buff than expect to get that affect. For example giving blizzard the inner fire buff wont make people get the inner fire effect.

If you just need a generic buff, when a unit casts the ability you want, create a dummy unit and have it cast some generic spell (inner fire, unholy frenzy w/e with all values set to 0 and what ever text/icon u want as the buff)
 
This is what i want: A spell with AOE and that i can set duration on and with a buff on CASTER. Also accepted with point target spell with buff on CASTER.

Why: I have triggered a spell which will load over time, the longer you load the more you dmg, then i need to check if caster still has buff. (a little bit like ezalors channelspell in dota, if that got some to understand)
 
This is what i want: A spell with AOE and that i can set duration on and with a buff on CASTER. Also accepted with point target spell with buff on CASTER.

Why: I have triggered a spell which will load over time, the longer you load the more you dmg, then i need to check if caster still has buff. (a little bit like ezalors channelspell in dota, if that got some to understand)

1. Not everyone plays dota.
2. Create a dummy that cast like bloodlust or something without any bonuses when the guy startes to channel and set the duration to the duraion of the channel abillity.
 
This is what i want: A spell with AOE and that i can set duration on and with a buff on CASTER. Also accepted with point target spell with buff on CASTER.

Why: I have triggered a spell which will load over time, the longer you load the more you dmg, then i need to check if caster still has buff. (a little bit like ezalors channelspell in dota, if that got some to understand)

do you need a circle aoe spell that gives a buff to the caster?
or do you need a aoe spell like carrion swarm that gives a buff to the caster?

A handwrighted code for something simular to dota
Code:
E Unit - A unit starts the effect of an ability
C ability being cast equal to X
A Add triggering unit to UnitGroup
   set castingpoint = target point of ability bieng cast

Code:
E Unit stop casting a spell
   Unit finish casting a spell
C triggering unit is in UnitGroup
A remove triggering unit form UnitGroup
create a dumy unit
add timmer bla bla bla
add *carrion swarm
ser lvl of carrion swarm to custom value of triggering unit
order last created unit to carrion swarm castingpoint
*= for a channel line damage spell
NOT. it leaks

Code:
E Every X seconds
C
A pick every unit in UnitGroup and do
         Set custom value on picked unit to custom value of picked unit + 1
 
i need circle aoe (like blizzard), or point target. i have a trigger running all the time and i want to see if unit still casts it. Heres the trigger then i need to check if they still cast. Dont look at the damage cause i havent added so that i damages more if he load more. the problem is that i cant find a way to get the buff on triggering unit. Would your system work here polo

Code:
Fire Spin
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Living Fire 
    Actions
        Custom script:       local integer locExecCount = GetTriggerExecCount(GetTriggeringTrigger())
        Custom script:       if locExecCount == 50 then
        Custom script:           call ResetTrigger(GetTriggeringTrigger())
        Custom script:       endif
        Custom script:       set udg_trigExecCount = locExecCount
        Set FireSpin_Caster[trigExecCount] = (Triggering unit)
        Set FireSpin_Point[trigExecCount] = (Target point of ability being cast)
        Unit - Create 1 Fire Dummy for (Triggering player) at FireSpin_Point[trigExecCount] facing Default building facing degrees
        Set FireSpin_Dummy[trigExecCount] = (Last created unit)
        For each (Integer FireSpin_Integer[trigExecCount]) from 1 to 50, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    [B][I]If - Conditions
                        (FireSpin_Caster[trigExecCount] has buff Flame Spin (Caster) ) Equal to True[/I][/B]
                    Then - Actions
                        Set FireSpin_Unit[trigExecCount] = (Random unit from (Units within 300.00 of FireSpin_Point[trigExecCount] matching (((Owner of (Matching unit)) is an enemy of (Triggering player)) Equal to True)))
                        Set Number_WS = (Number_WS + 30.00)
                        Set FireSpin_DummySize[trigExecCount] = (FireSpin_DummySize[trigExecCount] + 10.00)
                        Animation - Change FireSpin_Dummy[trigExecCount]'s size to (FireSpin_DummySize[trigExecCount]%, FireSpin_DummySize[trigExecCount]%, FireSpin_DummySize[trigExecCount]%) of its original size
                        Special Effect - Create a special effect at (FireSpin_Point[trigExecCount] offset by 150.00 towards Number_WS degrees) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
                        Special Effect - Destroy (Last created special effect)
                        Unit - Cause FireSpin_Caster[trigExecCount] to damage FireSpin_Unit[trigExecCount], dealing 20.00 damage of attack type Spells and damage type Unknown
                        Wait 0.02 seconds
                        Custom script:       set udg_trigExecCount = locExecCount
                    Else - Actions
        Unit - Kill FireSpin_Dummy[trigExecCount]
        Unit - Create 1 Fire Dummy2 for (Triggering player) at FireSpin_Point[trigExecCount] facing Default building facing degrees
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Set FireSpin_Group[trigExecCount] = (Units within 512.00 of FireSpin_Point[trigExecCount] matching (((Owner of (Matching unit)) is an enemy of (Triggering player)) Equal to True))
        Unit Group - Pick every unit in FireSpin_Group[trigExecCount] and do (Actions)
            Loop - Actions
                Unit - Cause (Triggering unit) to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\ImmolationRed\ImmolationRedDamage.mdl
                Special Effect - Destroy (Last created special effect)
        Set FireSpin_DummySize[trigExecCount] = 100.00
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top